Wednesday, 2009-07-15

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tansellcherez, more comments00:00
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llnzbbl00:37
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CIA-21landon tpclient-pyogre * r4b8618c45da2 /media/ (2 files in 2 dirs): Changed the font size so it's easily read on smaller resolutions:00:38
alanphrmmm02:14
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alanpmithro: ping?02:29
alanpgit server slow?02:29
alanpjust me?02:29
CIA-21alanp tpserver-cpp-mtsec * rc9b2cab74e50 /modules/games/mtsec/ (sendpoints.cpp sendpoints.h): Changed SendPoints to use a ListParameter instead of a vector. Need to ask about input/createFrame. Need to keep track of Points spent throughout all orders.02:30
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alanpmithro: Greywhind's new client makes it possible for me to creat missiles/torpedoes :-)02:44
CIA-21alanp tpserver-cpp-mtsec * rb5b31ac43b5c /modules/games/mtsec/mtsec.cpp: Fixed all other planets to have their Factories on the surface instead of mineable, which didn't really make sense.02:47
mithroalanp: yay!02:50
alanpmithro: i left it so you can send points to ANY owned planet = possible team play?02:53
alanpeasy to change, of course02:53
mithroalanp: I think for the moment restrict it to your own planets?02:57
alanpthat's cool too03:01
alanpit's about 3am, i'll be back working all day tomorrow :-) g'nite03:05
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matthewdtote: No blog post?09:30
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CIA-21landon tpclient-pyogre * rb3051297706d /media/battleviewer/icons/ (9 files): Added new icons for the controls so I can move away from text15:38
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llnzmorning all16:17
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alanpllnz: ping16:37
llnzalanp: pong, slow reposonses sorry, afk a bit16:38
alanpllnz: np, question about how the frames are parsed -- i need to keep track of production points spent each turn.  how can i tell when an order has been cancelled/deleted?16:39
alanpi was going to remove the points as the orders came in16:45
llnzalanp: there is no way to tell16:55
llnzthe order queue can be change lots before the end of turn16:55
llnzbasically, you have do to that at the end of turn16:55
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alanpok17:06
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CIA-21landon tpclient-pyogre * rc144b94bf69e / (11 files in 2 dirs): Moved controls images to an imageset18:00
CIA-21landon tpclient-pyogre * r41f980ab0918 /media/battleviewer/icons/controls.png: Resized the image to a power of 2 as well as adding some transparency on the controls18:06
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CIA-21alanp tpserver-cpp-mtsec * r55dd97733443 /modules/games/mtsec/ (enhance.cpp mtsec.cpp planet.cpp planet.h): Accounted better for Factories in planets and enhance order19:23
llnzhumm...19:32
llnzalanp: be careful around ObjectBehavours, they are not stored in the database and can in fact be discarded and recreated at almost any time19:33
alanpllnz: better way to get a planet from the object passed in the order?19:34
llnzthat is fine19:35
llnzthe issue is having local member varibles in them19:35
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alanplike which?19:35
alanpthe planet?19:35
llnzyeah19:36
alanpcrap19:36
llnzstore them in parameters in the object19:36
llnzthere is a generic integer parameter which could be helpful19:36
alanpi guess i could do that19:37
alanpwhere is the generic int param?19:37
alanpintegerobjectparam19:37
alanpwhat's up with getParameter()?19:38
llnz?19:41
alanphow are the numbers for group and param made?19:41
llnzhave a look at minisec, it has been updated to give an example19:42
alanpon the refactor branch or master?19:42
llnzthey are 1 index into param group, and param19:43
llnzmaster, and probably your branch too19:43
alanpOK19:43
llnzor maybe it was multiqueue19:43
alanp?19:43
alanpi see how it's working, but still where are these group ids coming from?19:47
alanpjust pick one that's free?19:48
llnzno, they are ordered19:48
llnzjas19:48
alanpk19:49
llnzok, for for the planet example (in mtsec)...19:49
alanpnod19:50
llnzthe actual parameter structure set up by PlanetType is:19:50
llnz* group id1 : Positional19:50
llnz  * param id 1: position19:50
llnz  * param id 2: velocity19:51
llnz  * param id 3: size19:51
llnz* group id 2: Ownership19:51
llnz  * param id 1: Owner19:51
llnz* group id 3: Orders19:51
llnz  * param id 1: order queue19:51
llnz* group id 4: Resources19:52
llnz  * param id 1: resources list19:52
llnzgroup 1 is from SpaceObjectType, groups 2 and 3 from OwnedObjectType and group 4 from planetType19:52
alanpok19:53
llnzit could have been set up all in PlanetType19:53
alanpyeah i see where the last one is setup19:54
alanpso i can just setup one more in planettype19:54
llnzyes19:55
alanpokay, thanks, that makes perfect sense19:55
alanpthx19:56
alanpwill fix in a minute, brewing up an espresso19:57
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alanphmm20:02
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alanpExtra data found: '\x00\x00\x00\x0c'20:24
alanpoops20:24
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llnzalanp: yes, don't add it to Planet::packExtraData20:29
llnzi hope that packExtraData will go away soon20:29
llnzas from TP04 onwards it's not needed20:29
alanpyeah, that explains it20:30
alanplooks like it's working though20:30
alanpgetting rid of second variable now20:31
alanpi feel a lot better about my grasp of ruleset development now, that's for sure20:33
llnzcool20:35
tansellalanp, so an economy up and running now?20:36
alanptansell: i'm almost there20:36
alanp8:30 :P20:36
tansellllnz, does minisec still use the old awful method of doing each order queue separately (rather then collecting all the orders of a given type then doing them?)20:37
llnztansell: it does all the move orders first, then everything else20:38
tansellmtsec really requires the second method - as all the send production points orders have to occur before you start spending them20:39
llnzeach ruleset can do it anyway they want20:39
tansellllnz, sure - but having some common code to do a "get all orders which are first in the queue and off type x" would be really useful?20:40
llnzcould be, though i don't think it's that simple or generic20:41
alanptansell: but the send orders arrive to the destination after the turn is over, right?20:41
tansellalanp, I was thinking that they arrive the same turn20:43
alanpack20:43
alanpi did it the other way20:43
alanpi guess that way is easier and i can remove a parameter though20:43
tansellalanp, as all production points go away at the end of turn?20:43
alanpat the end of the turn, i doOrder and send the points, they're available to the planet at the beginning of the next turn20:43
tansellI had not considered that method20:44
alanpi thought that it made more sense?20:44
tansellmaybe - but still not something I had considered :)20:44
alanpconsidering it now? :P20:45
tansellso you have a property called something like "Arriving Production Points" ?20:45
alanpi don't think i need the property?20:46
alanpi just remove the points from the sender and give them to the destination next turn20:46
tansellyou do in your method - how else are you going to store it?20:46
alanpthey're only available for the one turn20:46
tansellalanp, between the turns you need a place to store "this planet should get x points bonus next turn" right?20:47
tansellwhich is why your adding the property above?20:47
alanpi have an integer parameter, at the end of the turn the planet adds it to the available points for that turn20:48
tansellavailable points for that turn?20:49
alanpplanet a sends 20 to planet b, assume all get there20:49
alanpat the end of the turn, i add the points to planet b for the next turn20:49
alanpand remove them from planet a20:50
tansellokay lets start from the beginning20:50
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tansell Game starts |--- players create orders ----| turn generation |---- players view results and create more orders ----| turn generation |----.......20:51
tansellright?20:51
alanpright20:52
tansellso20:52
tansellat first turn generation there is an order on planet A which says "send planet B my production points"20:53
alanpright20:53
tanselland on the second turn generation planet B should get a 20 point "bonus" to it's production points?20:54
alanpright20:54
tansellso where do you store that?20:56
alanpi don't really store it20:56
alanpat doOnceATurn i just subtract from sender and add to receiver20:56
tansellso then you are doing my method20:57
tansellwhere you send the points at the beginning of the turn generation20:57
alanpif i send the points in turn 1, they become available to recieivng planet turn 220:58
alanphold on, maybe i should test it some more and make sure i'm not full of shit :P20:58
tansellalanp, so they must be stored somewhere between the first turn generation and the second turn generation20:58
tansellalanp, as orders can not mutate the universe except during turn generation20:59
tansellbrb20:59
alanpi tested the once-only points with my enhance order since i didn't own any other planets21:00
alanpif i set an integerparam, i can send the points during doOnceATurn in the planet21:01
CIA-21alanp tpserver-cpp-mtsec * r82718bd1dcbd /modules/games/mtsec/ (enhance.cpp enhance.h planet.cpp planet.h sendpoints.cpp): Removed all local variables, replaced with IntegerObjectParam21:07
llnzby delaying the arrival of the production points, i could in theory send a very large amount around a loop of sendsing planets and then use many hundards if not thousands of points in a single turn21:14
alanpsend from 100 planets to 1 planet?21:15
alanplogic error in my code causing the points not to be added for only one turn21:23
llnzno, send from planet a to planet b 10 points, next turn send 20 points from b to a, next turn send 30 points for a to b, next turn send 40 points from b to a, etc until i have 1000 points to spend21:29
alanpdoesn't make sense because you lose points when you send21:29
alanpi send 100, but only 30 may arrive21:30
llnzah21:30
llnzbasically, it could be a way to save points that aren't been used21:31
alanpbut i guess you could keep doing that21:31
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alanpwell, i have a fix for the one-time not working21:31
alanpat least21:31
alanpi think the issue you bring up is a game design issue21:31
alanpmaybe i can disable sending points from a planet that received last turn21:31
CIA-21alanp tpserver-cpp-mtsec * r35b4e16b31cb /modules/games/mtsec/ (planet.cpp sendpoints.cpp): Fixed issue with one-time points not really being one-time21:32
llnzno, i think it's the delay, though with loss, it's not too much of an issue21:32
alanpi guess21:34
alanpwell, it seems to work now21:36
* alanp made himself owner of various planets21:36
alanpsent points there21:36
alanpsuccess21:36
alanp6 points, sent 30, next turn 37, next turn 821:43
alanpllnz/mithro:ping21:49
llnzalanp: pong21:51
alanphey21:52
alanpfor build ships pointing21:52
alanpi'm just going to keep it in the order queue until all points are satisfied21:53
alanpbut that may screw up the turns21:53
alanpit may gain a turn, it may lose 2 turns21:53
alanpnot sure i can get around that21:53
alanpsuggestions?21:53
llnzi don't get the question22:03
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* alanp coding up build torps/missiles, first time he could testr22:55
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tansellheyo23:22
shenkihrm, did the tp soc students get spammed twice after passing their evaluations?23:43
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Greywhindtansell: ping?23:45
tansellGreywhind, pong23:45
Greywhindtansell: i was unexpectedly dragged away for a day-long family visit today, so i haven't had any time to work yet. I can write up my summary now, though23:47
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tansellokay23:48
tansellalanp, pong23:48
alanptansell: nm, got it23:48
llnzshenki: it appears so23:49
shenkillnz: ok. i wonder if lh + co know about it... or if we should let them know...23:50
llnzthey know23:50
shenkiok23:50
shenkigood23:50
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